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HalfSmore

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A member registered Aug 01, 2022 · View creator page →

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Fun game! I think having the door at the start disappear but none of the others was a little confusing  along with having to fulfill a condition for it to do so. Controlling the car felt really nice. I think having a more open space, where you can speed up and take less sharp turns would have been more fun with the driving mechanics though. Having the races as short as they were made it really easy to play again and again. Well done!

The minigames were super cute and fun, although a bit buggy at times. Being able to buy new minigames was a fun idea although I found myself spamming the same few over and over, maybe motivating the player to switch it up more would be nice. While I'm fussing over small issues, I think losing a minigame could have a bit more of an indicator as it just kind of returned which left me a little bit confused some of the time. Great job!

Side note, the voice for the tutorial and the music didn't play in Opera but did in Chrome, have fun figuring that one out (or ignoring it).

Cool game! The colors were nice and the art was cute! I think the grapple (?) didn't feel right at all, although it didn't feel that bad once you get the hang of it. I think if the mechanics were redesigned to closer to what actually came out, instead of it trying to be a grapple. It almost feels like there's a responsibility to include elements from other games, like the grapple, for example the coins which serve no purpose and the live system, which doesn't make sense since there aren't checkpoints, it just means you have to die and restart a specific amount of times before you get to start the timer again. I think the game was at it's best, and was pretty fun, when you were just swinging around from platform to platform, so the levels should have been designed around that a bit more.

I'm going to rapid fire a lot of feedback. These are mostly just nitpicks because I see some things that I think could just be made a little bit better. I couldn't help but notice that the UI isn't set to scale at all. It appears your using Unity and my 1920x1080 resolution seemed to be correct, so in your canvases in Unity go to the canvas scaler component and select 'scale with screen size' then type the desired resolution. The music got a little bit annoying after a bit, which I think was partially due to it resetting between scenes. (To keep an object between scenes in Unity use the DontDestroyOnLoad function). I would have appreciated more options for keys, for example W or Up arrow to jump, since those keys are underused and having more choice in terms of keybinds is generally better. Finally, a few bugs I noticed was that if you die on your last life you can continue moving, and if you pause in the main menu the game just freezes.

I did genuinely enjoy this game, I know I gave a lot of criticism but I thought it was a good game just a few steps away from being a great game (and wanted to help outline those steps). Nicely done!

In Unity, there's a component you can add to your camera called a pixel perfect camera and basically it just makes sure all that is rendered is in a specific resolution perfectly, I just used that. Thanks for playing!

Glad you enjoyed!

So glad you enjoyed! The finale of the game will start once you get far enough out.

The game definitely has some more personal and philosophical meanings to me, I'm glad you got some of those elements out of it. Good luck in the jam!

The color palette and all the effects were very nice. The graph at the end was a touch I especially liked. I felt like the player's hitbox was a little bit too large for a game about getting close to objects, and the tail should not have been able to collide as that felt really bad. The UI was very clean and readable. Gorgeous game, great job.

Nicely done! The game feels very well balanced, I made it to the last room on my first playthrough. I think that said last room should have had some of the time powerups though as it was very disappointing to die in that room, especially without any actual obstacles. I think having a separate live and timer system was a bit much, having damage also remove some time would have been more interesting. The limited palette and pixel art made for a really cute aesthetic, I think arrow keys should have been supported though. The movement felt a little bit slippery and the hitboxes a little big for a game more about precision, but it was still enjoyable nonetheless. Very nicely done!

Thanks for playing! The game isn’t about the race. I don’t want to be to heavy handed about the actual goal, but I’d recommend exploring a bit more.

That’s actually the part of the tutorial I thought was bad, no worries. I appreciate the clarification!

The level and mechanic progression definitely would have been better if I’d planned it out ahead of time lol, pretty much every time there’s a new mechanic it was me thinking it’d be cool and throwing it in real quick, I pretty much did the bare minimum before starting making the levels and had no idea how it was going to turn out. Thanks for playing!

The tutorial sucks, I’m surprised nobody else has mentioned it ;-;

Honestly it’s only really there in case you didn’t read the controls, glad you still managed to figure it out.

Really awesome game! The visuals were cool and  also really like the art on the main menu in particular. The game felt very well balanced, like if you were playing well you had just enough time to make it, which also increased the tension. The game loop did get repetitive after awhile, mixing it up with more mechanics could have made the gameplay more interesting. Very well done!

Great visual style and an really interesting interpretation and execution of the theme. That being said, it's really hard to grasp what's going on right away as you are thrown right into things. The other issue is that I don't really care about the fight going on. The guy will attack automatically and I have to keep my focus on the ball, and the enemies don't change the gameplay. I think having enemies to mix up the gameplay and maybe even something more turn based to help keep the game flowing (for example, survive until the player can attack and then pick an enemy, and repeat.) All in all, it's a very well made game with a unique idea behind it, I could totally see this as like a full rpg or roguelike.

Thanks so much! I’m happy that you found it unique, I didn’t initially start with any interesting mechanic or anything in mind and I was worried that it would blend in a bit too much, but I haven’t seen an interpretation quite like my game and I’m happy with how it turned out.

The soundtrack had a nice funk and I liked entering my name at the beginning. I think the levels got a little repetitive, the ball pit level was tedious and the ones where the shapes float around (especially the last one) made me want to both scream and cry. I think maybe some more unique shapes and behaviors for the people could have made the game a lot more interesting, and utilizing the bouncy block more would have been nice (and also giving it a way to identify it as bouncy.) Overall, great job!

This game is really pretty and really cute. The mechanics were introduced at a nice pace. The physics felt a little bit off, and I think an indicator of what direction you are going to go is sorely needed. The level design was good, and I like the interactable objects such as the chains in the environment. Incredibly polished, great job.

The art and visual style is great! The 2048 gameplay was great and the twist definitely made it more unique. I think it would be cool if the slimes also changed color as it would make it easier to see what state each slime is in along with making the game more visually interesting.  The isometric perspective with directional keys took a bit to get used too, maybe a little icon or arrow on each side so it's easier to tell what key needs to be pressed would fix that. The UI could be a bit cleaner to match the game visuals, but it's good enough. Great idea and a good execution, well done!

I hate this game. But I also love it. The game was fun in an 'i hate this' sort of way if you know what I mean. There were some ways to gain height that didn't necessarily seem intentional, like grabbing a brick, jumping twice, placing it under you, jumping twice again, and rinse and repeat, although that was very difficult. The physics were a little bit buggy and it felt like the bricks only locked on sometimes. The voice lines were amusing and really added some charm. Overall, great job!

Glad you enjoyed! I didn't realize this game was even a puzzle game lol, it was more intended to be a platformer but that kind of got away from me. I'm actually happy people have been struggling because I thought that it was way too easy.

Making the levels for this game was a ton of fun, I'm not usually able to churn out this many of them but I found enough ways to use what I'd made to keep things interesting. Thanks for playing!

You can! Press 'P' or 'Esc' to pause and select the skip option. Sorry I didn't explain it in the game :P

(I'm assuming there's a image of a level in the comment but I can't see it for some reason)

Thanks! :> The music and sound were really tough for me because I wanted them to be both relaxing and energetic, but I’m pretty happy with how they turned out.

Thanks for playing and glad you enjoyed! :D

Thanks for playing! I still mess up with the controls every so often lol, but I tried my best to make them usable. A better way to see what needs to be scaled and how to scale it was planned but of course wasn’t prioritised and I ran out of time. I’m glad you enjoyed it otherwise though (:

Glad you enjoyed! I’ve addressed the walking in other comments so I won’t do that here. The filler puzzles kind of ended up being necessary in order to introduce mechanics at a reasonable pace. I generally try not to introduce mechanics too fast so the player can feel overwhelmed. I think it really depends on how fast each player ends up picking up these mechanics so that they can play the more challenging puzzles. The puzzles are skippable for a reason, so think of the first ~10 as a build-up for the last ~5.

Also the permanent wires were kind of an afterthought lol, I only added them when I was almost done the game. Tbh I wish I’d planned all the mechanics in advance, but my idea at first generally ends up being so different from the final project that the plans for mechanics I have end up just falling apart. (That’s what happened here).

I’m glad you still managed to enjoy the game despite its slow pace.

Thanks! I had a great time making the art for this as I had a lot of fun using such a limited palette.

I really wish I could have made the early levels harder, but I thought that it was more important to introduce mechanics in a way that was simple and easy to understand in order to enable me to put the player into harder longer levels. Speaking of the later levels, if you found them a bit long, that's a preference I completely understand and I hope you didn't get too annoyed by it. Personally, I prefer the longer levels.

About the movement: you don't actually have to wait the entirety of the animation, I think you can cancel it about halfway through. That being said, I realized that maybe others aren't as in-tune with the controls as me, as I sort of get into a rhythm since I'm so used the controls. There's a lot more going on with the movement than just the movement which meant I wasn't able to speed it up as much as I would have liked. I'm planning to update the game after the jam, and I will likely optimize and improve some details like that.

Thanks for playing!

I happy you enjoyed it, I tried to shove as much polish as I could into it.

Nice game! The graphics were neat and clean, and the gameplay was simple and easy to understand. However, it did get old fast. I think the whole combo system was a bit hard to grasp at first, and I think just adding more clarity, like specific effects or details to show your combo points, how they are being modified, etc. The movement of the switches felt somewhat erratic, which was clearly intentional but I think smoothing it out more could create a cooler appearance and make their movement 'flow'. Speaking of flow, I think the theme was well interpreted although I researched this and couldn't find anything about the toggle visual you referenced. Overall, a clean, polished, and well put-together experience.

A very unique take on the theme, although a somewhat weak connection.  The gameplay was fluid and it felt good to play. I would reconsider the keybinds though, as having to press F or H (especially H) in the middle of combat means you have to stop moving, considering you have one hand on the mouse and have to use the other for movement and those functions. Maybe  binding them to Q, E, or Space would have been better alternatives. The UI, especially on the main menu, was lacking polish. The graphics in the game were just decent but I love the drawing for the cover art/main menu. All in all, a job well done!

Cute simple and cozy! The atmosphere feels great the gameplay is fun. The art felt a little inconsistent and unpolished, i.e. how some objects have outlines while others don't. I think the game could also benefit from a different color palette as the one used kind of lacked the cozy vibes the game had with its vibrant, jarring colors. The UI could use some work and some transitions, but the theme was very well used and I also really liked the elegant simplicity of the water shader. Overall, nicely done!

A cute little game! Definitely could have used more mechanics/levels, but short games are fine too. My biggest gripe with this game is the lack of an undo button, it's pretty much a necessity for games like this as one wrong move will lose you the level. The levels aren't long enough that it's that bad, since you can just restart. but it's still very annoying when you're almost done and then step in the wrong direction. The art and UI felt a little bit unpolished, although it was simple and read well. The level design was pretty good in general, steadily getting harder with more to handle. There were a few extra parts sticking out that were really useless for the level and didn't make sense, but that's a small nitpick. Overall, well done!

Fun little game! The art was very fun and cute and I appreciated the calm gameplay. I think some more overarching goal, like making more paintings to unlock new objects, tools, colors, etc would be good. The one music track got old quick and the reset between rooms was odd. Very polished, dragging the objects around for the still life was very glitchy. I think the timer was very unnecessary, it doesn't add anything and really just takes away from the calming mood. Overall, a very cute and cozy game.

Thanks 😅 I honestly surprised myself during this jam because I didn’t think I’d be able to finish in time.

I’m happy that you found the difficulty satisfying, as I definitely had a tough time trying to balance the level of challenge in each level!

Glad you enjoyed! About the movement speed - I definitely wish it could have been faster but there's a lot going on behind the scenes and I couldn't get it much higher than it already is. I'm happy that you still had fun otherwise and hopefully I'll have more time (after the jam) to optimize and fix up some of these mechanics.

A neat little game! I think it could have had a bit more ✨juice✨, like screenshake upon popping a bubble or getting hit, and having more impactful sounds. I think that would have made it even more addictive and enjoyable. The art was cute, but the UI felt a bit out of place with the other artstyle, and the character with a cartoonish and funny face but a more realistic body... weirded me out. Overall it was really well executed and a nice game!

Very polished, probably the most creative take on the theme I've seen so far. I think you should be able to trash your float without having to walk over to the trash, because in the time it takes to do so the order you were trying to do is pretty much already failed, which feels very punishing and unfair. Also there is meant to be a level of difficulty, there should be some room for error. Also some of the different elements were a bit hard to distinguish at a glance, I think they could be a bit more distinct and maybe even have unique shapes or symbols to differentiate theme. I have very little criticism overall, a cute game that was very well executed!

Yeah idk about the difficulty, honestly it really seems like players either get a grasp quickly or never 😭

The background was something I was going back and forth on, eventually decided to stick with it since it was easier and I didn’t feel like changing it XD